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New Mechanics to SSB4: Improved Team Fights / Doubles (IDEA)

VA3TO

Smash Apprentice
Joined
Jun 25, 2013
Messages
75
Thanks to Terrazi Terrajin for posting a thread previously giving me an idea for this. Sorry for jacking your thread idea but I thought it needed it's own one entirely.

All the Smash Bros games have had Team Fighting in one way or another: Multi Man Teams, Dream Teams with your friends and Competitive Doubles matches. Although each offered a different mentality it all came down to not hitting your partner (If Friendly Fire is turned on) and forming pseudo teamwork in order to prevail. An idea I thought recently was.

Team Attacks / Team Combo / Team Recover

Yes I'm sure we have all thought of ideas regarding this in the sense of Mario & Luigi Superstar Saga or even the infamous "Wombo Combo" but I think it's time it's treated as it's own mechanic. Here are some ideas I am proposing:

Team Attack off a Throw: If Team Attack (Not Friendly Fire) is turned on it allows your partner to be able to grab you with a unique animation and throws you in the direction they wish. Being the thrown partner you are able to determine which angle you veer off towards (Down Forward, Forward, Up Foward etc) and causes no damage to yourself. You can attack out of this as soon as you like but if you can time your attack you can perform a "Team Combo". Pressing A at the correct time a long with a direction (think teching but actually on your opponent during hitstun or if they have not hit you) to perform a unique attack. FOR EXAMPLE.

Mario back throws his partner Captain Falcon into an opponent who is trying to recover. Falcon aims his angle correctly and connects a LEFT A Team Hit which is a modified version of the Knee of Justice; inflicting more damage and increased knock back and K.O's the opponent.

The pay off is HOW AWESOME it was and the increased power behind your attack. Hopefully you are still reading this and are ready for...

Team Recovery: Allowing your partner to Footstool off your head to improve their recovery with an extra jump OR allow yourself to "Air Throw" your partner upwards without wasting your double jump. Adding this to doubles matches would also add a unique mechanic to characters with good stage presence but bad off stage manoeuvrability. Picking your Partner could take some tactical thinking as opposed to "Oh we will just use our best characters".

Thoughts?
 

grizby2

Smash Lord
Joined
Feb 14, 2012
Messages
1,166
Location
Upland California
team combos would have to be generic, if each character had a unique move with every character, that would take quite awhile to put in the game.

im all for throwing your teammate without taking damage. that's something that seems pretty simple to put in the game, and would really put some spice into team matches.
 

Ray Robo

Smash Ace
Joined
Mar 5, 2010
Messages
545
Location
CT
NNID
RayRobo
That actually seems like a good idea to add more fun and depth to team matches, however that would take some time to program how far a character is thrown (probably depending on their weight and partners strength/weight), as well as animations for the throwing motion and different attack sequences that you can use at the end of the team attack.

I have to agree with everyone else though and say it would just be generic unlike each character having special chemistry with another specific character for a different combo. Otherwise that would just provide us a lengthy delay nor do I think that would happen.
 

VA3TO

Smash Apprentice
Joined
Jun 25, 2013
Messages
75
An interesting concept.
My only concern is how that kind of thing would work with partnered characters like the Ice Climbers....

I think the action should only come from Popo although masterful Ice Climber players can control each one so it could work with both characters.

Personally I think only Popo should have access to it.
 
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